DevOps Tycoon

Run an internet service: grow traffic, buy capacity and answer incidents before users leave. The game ticks once a second and runs entirely on this page.

Dashboard

MoneyRp 0
Traffic0 req/s
Capacity0 req/s
CPU0%
Database0%
Disk0%
Latency0 ms
Error rate0.0%
SLA100.00%
Satisfaction100%
Uptime100.00%
Servers1

No active event.

Topology

Internet
→
CDN
→
WAF
→
Load balancer
→
App servers
→
Redis
→
Database
→
Replica
Message queue
Object storage

Incidents

Shop

Event log

How to play
  • Traffic grows on its own. Every successful request earns money; every server, the database and each add-on costs money each tick.
  • Watch CPU and the database. Past their limits, latency and the error rate climb and revenue falls while costs stay the same.
  • Buy capacity early. A second server only pays off fully once you own the load balancer.
  • Answer incidents. A quick fix is cheap but temporary; buying the matching upgrade fixes the cause for good.
  • Stay in the black. Bankruptcy or ruined reputation ends the run. Use Reset to start over.

About this tool

A browser-based infrastructure management game. You run an internet service with one application server and a small budget. Traffic grows on its own, every served request earns money, and servers, bandwidth and the database all cost money to keep running. Buy capacity before the load outruns it, and answer incidents — CPU overload, disk full, database overload, traffic spikes, crashes — before users give up. The simulation is a simple one-second tick and everything runs on this page.

Questions

How does the game decide how much money I make?
Every successful request earns a fixed amount. The error rate rises when CPU or the database pass their limits, so overloaded infrastructure earns less while still costing the same to run. Growing traffic raises revenue, which is why the shop has to keep up with it.
Why does adding servers not help as much as I expected?
Without a load balancer, extra application servers are used inefficiently, so you only get part of their capacity. Buying the load balancer makes every server count fully. It is the game's way of showing why balancing matters as much as raw capacity.
What happens if I ignore an incident?
The incident keeps adding to your error rate until it times out, then costs you money and satisfaction. Resolving it with a quick fix is cheap but temporary; buying the matching upgrade fixes the cause for good.
What do the temporary fixes do?
Restarts and similar actions lower the error rate for a few ticks, buying you time to afford a permanent fix. They do not change your capacity, so the same incident can return if the underlying load is still too high.
Is my progress saved?
No. The game runs in memory and resets when you reload the page, so there is nothing to store and nothing to clean up. Nothing is sent anywhere.